
Head First C#
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Content
- Intro
- Advance Praise for Head First C#
- Praise for other Head First books
- Praise for other Head First books
- Other related books from O'Reilly
- Copyright
- Dedication
- The Authors
- Table of Contents
- How to Use this Book: Intro
- Who is this book for?
- We know what you're thinking
- Metacognition: thinking about thinking
- Here's what YOU can do to bend your brain into submission
- What you need for this book:
- Read me
- The technical review team
- Acknowledgments
- Chapter 1: Get Productive with C#: Visual Applications, in 10 minutes or less
- Why you should learn C#
- C# and the Visual Studio IDE make lots of things easy
- Help the CEO go paperless
- Get to know your users' needs before you start building your program
- Here's what you're going to build
- What you do in Visual Studio...
- What Visual Studio does for you...
- Develop the user interface
- Visual Studio, behind the scenes
- Add to the auto-generated code
- You can already run your application
- We need a database to store our information
- Creating the table for the Contact List
- The blanks on contact card are columns in our People table
- Finish building the table
- Diagram your data so your application can access it
- Insert your card data into the database
- Connect your form to your database objects with a data source
- Add database-driven controls to your form
- Good programs are intuitive to use
- How to turn YOUR application into EVERYONE'S application
- Give your users the application
- You're NOT done: test your installation
- You built a complete data-driven application
- Chapter 2: It's All Just Code: Under the Hood
- When you're doing this...
- ...the IDE does this
- Where programs come from
- The IDE helps you code
- When you change things in the IDE, you're also changing your code
- Anatomy of a program
- Your program knows where to start
- You can change your program's entry point
- Two classes can be in the same namespace
- Your programs use variables to work with data
- C# uses familiar math symbols
- Loops perform an action over and over again
- Time to start coding
- if/else statements make decisions
- Set up conditions and see if they're true
- Chapter 3: Objects: Get Oriented!: Making Code Make Sense
- How Mike thinks about his problems
- How Mike's car navigation system thinks about his problems
- Mike's Navigator class has methods to set and modify routes
- Use what you've learned to build a simple application
- Mike gets an idea
- Mike can use objects to solve his problem
- You use a class to build an object
- When you create a new object from a class, it's called an instance of that class.
- A better solution... brought to you by objects!
- An instance uses fields to keep track of things
- Let's create some instances!
- Thanks for the memory
- What's on your program's mind
- You can use class and method names to make your code intuitive
- Give your classes a natural structure
- Class diagrams help you organize your classes so they make sense
- Build a class to work with some guys
- Create a project for your guys
- Build a form to interact with the guys
- There's an even easier way to initialize objects
- A few ideas for designing intuitive classes
- Chapter 4: Types and References: It's 10:00. Do you know where your data is?
- The variable's type determines what kind of data it can store
- A variable is like a data to-go cup
- 10 pounds of data in a 5 pound bag
- Even when a number is the right size, you can't just assign it to any variable
- When you cast a value that's too big, C# will adjust it automatically
- C# does some casting automatically
- When you call a method, the variables must match the types of the parameters
- Combining = with an operator
- Objects use variables, too
- Refer to your objects with reference variables
- References are like labels for your object
- If there aren't any more references, your object gets garbage collected
- Multiple references and their side effects
- Two references means TWO ways to change an object's data
- A special case: arrays
- Arrays can contain a bunch of reference variables, too
- Welcome to Sloppy Joe's Budget House o' Discount Sandwiches!
- Objects use references to talk to each other
- Where no object has gone before
- C# Lab 1: A Day at the Races
- The Spec: Build a Racetrack Simulator
- The Finished Product
- Chapter 5: Encapsulation: Keep your privates... private
- Kathleen is an event planner
- What does the estimator do?
- Kathleen's Test Drive
- Each option should be calculated individually
- It's easy to accidentally misuse your objects
- Encapsulation means keeping some of the data in a class private
- Use encapsulation to control access to your class's methods and fields
- But is the realName field REALLY protected?
- Private fields and methods can only be accessed from inside the class
- A few ideas for encapsulating classes
- Encapsulation keeps your data pristine
- Properties make encapsulation easier
- Build an application to test the Farmer class
- Use automatic properties to finish the class
- What if we want to change the feed multiplier?
- Use a constructor to initialize private fields
- Chapter 6: Inheritance: Your object's family tree
- Kathleen does birthday parties, too
- We need a BirthdayParty class
- One more thing... can you add a $100 fee for parties over 12?
- When your classes use inheritance, you only need to write your code once
- Build up your class model by starting general and getting more specific
- How would you design a zoo simulator?
- Use inheritance to avoid duplicate code in subclasses
- Different animals make different noises
- Think about how to group the animals
- Create the class hierarchy
- Every subclass extends its base class
- Use a colon to inherit from a base class
- We know that inheritance adds the base class fields, properties, and methods to the subclass...
- A subclass can override methods to change or replace methods it inherited
- Any place where you can use a base class, you can use one of its subclasses instead
- A subclass can access its base class using the base keyword
- When a base class has a constructor, your subclass needs one too
- Now you're ready to finish the job for Kathleen!
- Build a beehive management system
- First you'll build the basic system
- Use inheritance to extend the bee management system
- Chapter 7: Interfaces and Abstract Classes: Making classes keep their promises
- Let's get back to bee-sics
- We can use inheritance to create classes for different types of bees
- An interface tells a class that it must implement certain methods and properties
- Use the interface keyword to define an interface
- Now you can create an instance of NectarStinger that does both jobs
- Classes that implement interfaces have to include ALL of the interface's methods
- Get a little practice using interfaces
- You can't instantiate an interface, but you can reference an interface
- Interface references work just like object references
- You can find out if a class implements a certain interface with "is"
- Interfaces can inherit from other interfaces
- The RoboBee 4000 can do a worker bee's job without using valuable honey
- is tells you what an object implements, as tells the compiler how to treat your object
- A CoffeeMaker is also an Appliance
- Upcasting works with both objects and interfaces
- Downcasting lets you turn your appliance back into a coffee maker
- Upcasting and downcasting work with interfaces, too
- There's more than just public and private
- Access modifiers change scope
- Some classes should never be instantiated
- An abstract class is like a cross between a class and an interface
- Like we said, some classes should never be instantiated
- An abstract method doesn't have a body
- Polymorphism means that one object can take many different forms
- Chapter 8: Enums and Collections: Storing lots of data
- Strings don't always work for storing categories of data
- Enums let you enumerate a set of valid values
- Enums let you represent numbers with names
- We could use an array to create a deck of cards...
- Arrays are hard to work with
- Lists make it easy to store collections of... anything
- Lists are more flexible than arrays
- Lists shrink and grow dynamically
- List objects can store any type
- Collection initializers work just like object initializers
- Let's create a list of Ducks
- Lists are easy, but SORTING can be tricky
- Two ways to sort your ducks
- Use IComparer to tell your List how to sort
- Create an instance of your comparer object
- IComparer can do complex comparisons
- Use a dictionary to store keys and values
- The Dictionary Functionality Rundown
- Your key and value can be different types, too
- You can build your own overloaded methods
- And yet MORE collection types...
- A queue is FIFO - First In, First Out
- A stack is LIFO - Last In, First Out
- C# Lab 2: The Quest
- The spec: build an adventure game
- The fun's just beginning!
- Chapter 9: Reading and Writing Files: Save the byte array, save the world
- C# uses streams to read and write data
- Different streams read and write different things
- A FileStream writes bytes to a file
- Reading and writing takes two objects
- Data can go through more than one stream
- Use built-in objects to pop up standard dialog boxes
- Dialog boxes are objects, too
- Use the built-in File and Directory classes to work with files and directories
- Use File Dialogs to open and save files (all with just a few lines of code)
- IDisposable makes sure your objects are disposed properly
- Avoid file system errors with using statements
- Writing files usually involves making a lot of decisions
- Use a switch statement to choose the right option
- Use a switch statement to let your deck of cards read from a file or write itself out to one
- Add an overloaded Deck() constructor that reads a deck of cards in from a file
- What happens to an object when it's serialized?
- But what exactly IS an object's state? What needs to be saved?
- When an object is serialized, all of the objects it refers to get serialized too...
- Serialization lets you read or write a whole object all at once
- If you want your class to be serializable, mark it with the [Serializable] attribute
- .NET converts text to Unicode automatically
- C# can use byte arrays to move data around
- Use a BinaryWriter to write binary data
- You can read and write serialized files manually, too
- StreamReader and StreamWriter will do just fine
- Chapter 10: Exception Handling: Putting out fires gets old
- Brian needs his excuses to be mobile
- When your program throws an exception, .NET generates an Exception object.
- Brian's code did something unexpected
- All exception objects inherit from Exception
- The debugger helps you track down and prevent exceptions in your code
- Use the IDE's debugger to ferret out exactly what went wrong in the excuse manager
- Uh-oh-the code's still got problems...
- Handle exceptions with try and catch
- What happens when a method you want to call is risky?
- Use the debugger to follow the try/catch flow
- If you have code that ALWAYS should run, use a finally block
- Use the Exception object to get information about the problem
- Use more than one catch block to handle multiple types of exceptions
- One class throws an exception, another class catches the exception
- Bees need an OutOfHoney exception
- An easy way to avoid a lot of problems: using gives you try and finally for free
- Exception avoidance: implement IDisposable to do your own clean up
- The worst catch block EVER: comments
- Temporary solutions are okay (temporarily)
- A few simple ideas for exception handling
- Brian finally gets his vacation...
- Chapter 11: Events and Delegates: What your code does when you're not looking
- Ever wish your objects could think for themselves?
- But how does an object KNOW to respond?
- When an EVENT occurs... objects listen
- One object raises its event, others listen for it...
- Then, the other objects handle the event
- Connecting the dots
- The IDE creates event handlers for you automatically
- The forms you've been building all use events
- Connecting event senders with event receivers
- A delegate STANDS IN for an actual method
- Delegates in action
- Any object can subscribe to a public event...
- Use a callback instead of an event to hook up exactly one object to a delegate
- Callbacks use delegates, but NOT events
- Chapter 12: Review and Preview: Knowledge, power, and building cool stuff
- You've come a long way, baby
- We've also become beekeepers
- The beehive simulator architecture
- Building the beehive simulator
- Life and death of a flower
- Now we need a Bee class
- Filling out the Hive class
- The hive's Go() method
- We're ready for the World
- We're building a turn-based system
- Giving the bees behavior
- The main form tells the world to Go()
- We can use World to get statistics
- Timers fire events over and over again
- The timer's using a delegate behind the scenes
- Let's work with groups of bees
- A collection collects... DATA
- LINQ makes working with data in collections and databases easy
- Chapter 13: Controls and Graphics: Make it pretty
- You've been using controls all along to interact with your programs
- Form controls are just objects
- Add a renderer to your architecture
- Controls are well-suited for visual display elements
- Build your first animated control
- Your controls need to dispose their controls, too!
- A UserControl is an easy way to build a control
- The renderer uses your BeeControl to draw animated bees on your forms
- Add the hive and field forms to the project
- Build the Renderer
- Let's take a closer look at those performance issues
- You resized your Bitmaps using a Graphics object
- Your image resources are stored in Bitmap objects
- Use System.Drawing to TAKE CONTROL of graphics yourself
- A 30-second tour of GDI+ graphics
- Use graphics to draw a picture on a form
- Graphics can fix our transparency problem...
- Use the Paint event to make your graphics stick
- A closer look at how forms and controls repaint themselves
- Double buffering makes animation look a lot smoother
- Double buffering is built into forms and controls
- Use a Graphics object and an event handler for printing
- PrintDocument works with the print dialog and print preview window objects
- Chapter 14: CAPTAIN AMAZING: THE DEATH OF THE OBJECT
- Captain Amazing, Objectville's most amazing object pursues his arch-nemesis...
- Your last chance to DO something... your object's finalizer
- When EXACTLY does a finalizer run?
- Dispose() works with using, finalizers work with garbage collection
- Finalizers can't depend on stability
- Make an object serialize itself in its Dispose()
- A struct looks like an object...
- ..but isn't on the heap
- Values get copied, references get assigned
- Structs are value types
- objects are reference types
- The stack vs. the heap: more on memory
- Captain Amazing... not so much
- Extension methods add new behavior to EXISTING classes
- Extending a fundamental type: string
- Chapter 15: LINQ: Get control of your data
- An easy project...
- ...but the data's all over the place
- LINQ can pull data from multiple sources
- .NET collections are already set up for LINQ
- LINQ makes queries easy
- LINQ is simple, but your queries don't have to be
- LINQ is versatile
- LINQ can combine your results into groups
- Combine Jimmy's values into groups
- Use join to combine two collections into one query
- Jimmy saved a bunch of dough
- Connect LINQ to a SQL database
- Use a join query to connect Starbuzz and Objectville
- C# Lab 3: Invaders
- The grandfather of video games
- And yet there's more to do...
- Appendix i: Leftovers: The top 5 things we wanted to include in this book
- #1 LINQ to XML
- #2 Refactoring
- #3 Some of our favorite Toolbox components
- #4 Console Applications
- #5 Windows Presentation Foundation
- Did you know that C# and the .NET Framework can...
- Index
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